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  1. #1
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
    Posts
    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96

    BLU (Tank Concept) Lore of the Azure

    [My Own Historical Lore on Blue Mage in FFXIV]




    - The Azure Lore was a sacred art, used by the Old Garlean Empire, that was designed by the ancients to learn and hone in on its attacker's style of combat; Blue Mages had the ability to manipulate the battlefield by shifting to its enemy's weaknesses and exploiting it to gain the higher ground. They can foresee the intent of their enemy, and judge accordingly, allowing them to not only Learn their foe, but also judge the next move.

    But seeing how powerful this art was, the Supreme Emperor of that time period, tasked a new army, known as Judges, to seek, destroy, and kill those pertaining to art of the Azure Lore.

    This caused the few remaining Blue Mages to flee the Old Garlean Empire and enter the domain of the Old World, Sharlayan; an empire outside the dominion of the Garleans.

    Seeing this new knowledge and skill, the Sharlayan welcomed the Azure Lore and began studying their conjure, incorporating and engineering their own knowledgeable skills with the aetherial current.

    After generations have passed and the Azure Lore began to phase away, the new Blue Mages, stringing forth from Old Sharlayan Aetherial Tome, have embraced the Correlation Tome; a knowledge of the combined force of Aether and Blue Magic.

    And now, as the Garlean Empire is at its rise in power, the Blue Mages must return to bring the equilibrium back to the nations…



    [The Waking Beast]

    Job: Blue Mage

    Class: Tank

    Weapon: Hammer / Mana Shield

    Sub-Weapon and Mechanic: Correlation Tome [*This Tome hovers around the Blue Mage like a fairy]
    -
    Job Icon Ideas:

    #1 Sort of playing with the SCH’s Icon, to make it almost look like a Hammer, but also a book (Since he has a Tome floating around lol)

    *This is due to the fact that I believe Alphinaud will become one in the next expansion…

    #2 Plays the image of the top of the hammer and the eyes of a beast.

    *I have them drawn, will post once I converted them =D
    -
    [Re-Introduction]

    Building off the structure I had originally designed, and taking a few things into consideration: simplicity, button bloating, and the fundamentals of Final Fantasy XIV's tanking system; I restructured a few things to make it fit that "FFXIV Mold."

    Originally I had the Blue Mage with dual swords, and then I changed it to have a powerful iron hammer. Yes... unconventional, but hey, I want a hammer!

    *I believe Thor had something to do with that change…
    *I do still have a double Falchion Concept, so if people would prefer him with swords, I can change it.

    *It was also SO SO hard abandoning my roots from FFXI... seriously; so many good and fond memories from the Blue Mage in FFXI. But seeing how different FFXIV is I had to make a lot of sacrifices from this concept and go into the Blue Mage's original roots from previous games.
    -

    [The Correlation Tome Mechanic Explained] (And Simplified)

    The Correlation Tome has gone through changes, the Blue Mage can change the Correlation Tome now as it’s a "Stance" Rather than it automatically shifting depending on the enemy being faced; that way it gives the player total control.

    [The Correlation Tome Synchronization]

    *This is part of the Blue Mage's rotation Mechanic.
    * Went into a bit more detail, sometimes its hard to explain certain things without visually seeing it lol

    In order to further enhance each “Stance” the Blue Mage must perform rotations with the correct Blue Magic and Weapon Skills.

    A little further down there’s rotation examples, and it’ll have which Blue Magic Spells to weave alongside the Blue Mage’s weapon skill rotation.

    *What does Synchronization Mean?
    • The Blue Mage can synchronize its Stance 4 times, this means that after each Rotation, the Correlation Tome is enhanced by a certain percentage.
    • *If the Blue Mage misses a combo in the rotation, or utilizes an Ability / Spell that's off the combo, the synchronization goes back to normal state.
    • *So the goal is to continue the Stance Cycle >> Guard-Off >> and begin again to take advantage of the buff.

    *The Tome begins to brighten its glow (The Book hovering around the Blue Mage)



    -Blue (Default) sees the following enhancements:
    *Blue is just his non-stance form.
    • • Attack and Defense: 10% >> 11% >> 12% >> 13% >> 14% [Maximum]
    -
    -Serenity (This is the Blue Mage's Enmity Stance) sees the following enhancements and penalties:
    • • Reduces Damage Taken by: +15% >> +17% >> +19% >> +20% [Maximum]
    • • Increases Enmity Generation
    • • Increases Manashield Activation: +15% >> +17% >> +19% >> +20% [Maximum]
    • • Reduces Damage Dealt by: -20% >> -19% >> -17% >> -15% [Maximum]

    o Guard-Off Additional Effect: [If fully Synchronized]

    o Winds of Promyvion: Envelopes Party Members within range with a Wind Shield and a Regeneration Effect.
    • Damage Reduction: 50%
    •  Duration: 10s
    •  Increased Enmity
    -
    -Rage sees the following enhancements and penalties:
    • • Overall Damage Dealt: +15% >> +16% >> +18% >> + 20% [Maximum]
    • • Cast Time Reduction: -10% >> -11% >> -13% >> - 15% [Maximum]
    • • MP Consumption: +25% >> 24% >> 23% >> 20% [Maximum]
    • • Reduced Defense: -30% >> -29% >> -27% >> -25% [Maximum]

    o Guard-Off Additional Effect: [If fully Synchronized]

    o Dragon Force: Enhances Attack and Magic Attack for Party Members within range by 5%
    • Duration: 10s

    Now, the Correlation Tome Glows Differently:
    • o Red: Attack Mode [Attack - / Defense +]
    • o White: Enmity Mode [Attack + / Defense -]
    • o Blue: Default
    -

    So pretty much, his Mechanic is based off which Stance he is using. Blue stance is default, and has an inane 10% boost to both Defense and Attack.


    [Blue Mage Stance Finishers]

    Lastly, the stance being used has a “Finisher” Special upon executing the final chain in the combo, this “Finisher” is automatic; the spell is given by "Learning"

    • After Executing Drakensfiend, the final Weapon Skill in the Combo, the following finisher occurs depending on the "Learning" Ability:
    • o (Serenity) Stone Breath
    • o (Rage) Fire Breath
    • o (Blue) Bad Breath

    * Bad Breath: Potency 220
    • Additional Effects: Slow, Poison, Paralyze, Weight, Silence
    •  Duration: 5s
    -


    [Blue Mage Abilities]
    -
    • (1) Learning [Ability] [Instant /2.5s] - Correlation Tome grants a finisher to the end of the combo with of the following spells: Guard-Off removes the Learning Ability, must reuse after a Guard-Off.
    • • Bad Breath - Blue
    • • Fire Breath - Rage
    • • Stone Breath - Serenity


    • (2) War Dance [Ability] [Instant / 60s] - Increases Physical and Magical Damage dealt by 25%
    • o Duration: 25s

    • (30) Correlation: Serenity: [Instant/ 10s] A Cocoon surrounds the Blue Mage and Reduces damage taken by 15%, Increases Mana Shield Activation Rate by 15%, Increases Enmity, while reducing damage dealt by 25%. Correlation Tome glows White.
    • o Additional Effect: Correlation Synchronization
    • o Effect Ends with Guard-Off
    • o Winds of Promyvion: [GCD 120s] Envelopes Party Members within range with a Wind Shield and a Regeneration Effect.
    -Duration: 10s
    -Physical Damage Reduced by 50%
    -Regen Potency: 100

    • (30) Guard-Off: [Instant / 2.5s] – The Correlation Defuses its Synchronization Alignment and strikes enemies within range with a Fiery Explosion with a potency of 100 (180).
    • o Restores Partial MP depending on the Synchronization Alignment by 8%, 12%, 13%, or 15%% of Total Damage Dealt to Enemies within Range
    • o Additional Effect: Increased Enmity


    • (35) Correlation: Rage: [Instant/ 10s] Ignited with a Roar, the Blue Mage increases overall potency by 15%, reduces cast time speed by 10%, while reducing defense by 30% and increasing Magic Point consumption by 25%. All Blue Magic can be casted at will outside Combo with the Potency Bonus. Correlation glows Red.
    • o Additional Effect: Correlation Synchronization
    • o Effect Ends with Guard Off.
    • o Dragon Force: [GCD: 120s] Enhances Attack and Magic Attack for Party Members within range by 5%
     -Duration: 10s

    • (38) Mighty Guard [Ability] [Instant / 180s] - Reduces Physical and Magical damage taken by 25%.[LIST]
    • o Duration: 10s
    • o Additional Effect: Regen Potency 120
    • o Additional Effect: Serenity: Physical Damage Reduced by 30%
    • o Additional Effect: Rage: Magical Damage Reduced by 30%



    • (46) Manachannel [Ability] [Instant / 120s] Increases Manashield block by 50% and grants a period of Magic Regeneration.
    • o Duration: 15s

    • (50) Angel Whisper [Ability] [Instant / 240s] - Upon death resets the caster's HP to 25% of max HP at the expense of losing all enmity. Correlation Tome diffusion offset by 15s, Correlation Tome Stance delay 10s.
    • o Additional Effect: Correlational Weakness 15s
    • o Duration 15s
    • o Restores 25% of Max HP.

    • (60) Matra Magic [Ability] [Instant / 120s] Allows damage received to be taken from MP rather than HP.
    • o Duration 5s
    -

    [Blue Mage Spells]
    ¬-

    *Note on Blue Magic
    • All spells can be casted, but additional effects are only granted during the Combo
    • 1,000 Needles is part of the Enmity Combo
    • Rage stance allows Blue Mage to go all out on DPS and cast spells AT WILL, with increased Potencies; this is a risk however.
    • Only exception are Goblin Punch (Blue Mage's Stun Ability) Screech, and Acid, their Enmity generators, they have different CDs



    • *Goblin Punch [1.5s /2.5s] - Delivers a powerful strike with a potency of 100
    • • Additional Effect: Stun


    Screech [1.5s / 2.5s] - Delivers a piercing noise that strikes enemies within range with a potency of 40
    • o Additional Effect: Disorientation
    • o Additional Effect: Increased Enmity

    *Shadow Claw [1.5s / 2.5s] - Deals shadow damage with a potency of 105 (Combo 210) that inflicts Bio.
    • -[Rage Combo #1]
    • o Additional Effect: Bio
    • o Bio Potency 10
    • o Duration 21s

    • *Poison Claw [1.5s / 2.5s] – Deals a double slash attack with a potency of 105 (210 Combo) that inflicts Poison.
    • -[Serenity Combo #1]
    • o Poison Potency: 10
    • o Duration: 21s

    *Quasar [1.5s / 2.5s] Deals non-elemental damage to enemy with a potency of 110 ( 220 Combo)
    • [Rage Combo #2]

    *Laser Eye [1.5s / 2.5s] Deals Light damage to enemy with a potency of 110 (Combo 220).
    • [Serenity Combo #2]

    *Magic Hammer [1.5s / 2.5s] - Damage unaspected dealt with a potency of 130 (Combo 260).
    • -[Rage Combo #3]
    • o Additional Effect: 15% Damage Dealt Transmitted to MP.

    Lifebreak [4.5s / GCD 2.5s] – Delivers unaspected damage with a potency of 130 (Combo 260).
    • -Serenity Combo #3
    • o Additional Effect: 15% Damage Dealt Transmitted to HP


    1,000 Needles [3.5s / GCD 21s] - Deals damage with a potency of 280 that reduces by 50% on the 2nd enemy, and then 20% on the rest of the enemies within range.
    • o Additional Effect: increased Enmity.

    White Wind [3.5s / GCD 21s] - Restores HP to all targets within range.
    • o Cure Potency: 480
    • o Additional Effect: Increased Enmity.

    • *(Learned Spell) - [1.5s/ 2.5s] (MP 480) Allows Blue Mage to manipulate a new Blue Magic Spell Learned from current stance for the finisher.
    • Finisher

    Acid [1.5s / 2.5s] Delivers an Area of Effect Damage with a potency of 130.
    • o Additional Effect: Increased Enmity
    • o Additional Effect: Damage Over Time Potency 45
    • o Duration: 15s


    -
    [Other Notes on Spells] *Interesting Read
    “Screech” is their version of Flash / Unleash / Overpower

    “Acid” upon striking first enemy with a potency of 80, a pool of acid is spread on the ground that damages any enemy on that acid.

    During the combo; Shadow Claw inflicts: Bio Damage

    During the combo; Poison Claw inflicts: Poison Damage

    Magic Hammer grants a 15% MP Absorption during Combo [When used outside Combo: Magic Hammer returns 10% of MP]

    Lifebreak grants a 15% HP Absorption during combo
    -

    [Weapon Skills Abilities]

    *So the Weapon Skills are connected with the Correlation Tome, so two Weapon Skills are in a combo with Serenity or Rage, and then the last two in the rotation are a Weapon Skill and the “Learned” Blue Mage ability.

    *The first Weapon Skill: Clautraphlare, enhances Potency depending on the strength of the Synchronization Alignment, 1~4% increase, each tier enhances it.

    -
    Clautraphlare [2.5s] [60TP / 60MP] – Meditating in the Azure Arts, an ignition of Magic begins his rotation with a magical infused physical strike:
    • o Delivers an attack with a potency of 150
    • o Additional Effect: Synchronization Potency +1~4%
    • o Combo Action: Goblin Punch

    Upward, Downward Break [2.5s] [TP60] – Delivers a twofold attack with a potency of 100.
    • o Additional Effect: Increased Enmity
    • o Combo Potency: 200

    Thorgen [2.5s] [200TP] – Delivers a Ranged Attack with a potency of a potency of 120.
    *Pretty much slings the hammer at the target =)
    • o Additional Effect: Increased Enmity
    • o [Enhanced Thorgen] Has a 40% Chance to occur.
    • Electrocute: Inflicts lightning damage to enemies within range with a potency of 50
    • Additional Effect: Increased Enmity.

    Hexa Strike [2.5s] [120TP] – Delivers an six-fold attack with a potency of 120
    • o Combo Action: 320 [Rage / Serenity]

    *Stardivider [2.5s] [60TP / 60MP] – Delivers an attack with a potency of 200
    • o Additional Effect: 10% MP Drain
    • o Combo Action: 340 [Serenity]

    *Geriskogul [2.5s] [60TP / 60MP] – Delivers a magic driven impalement with a potency of 100.
    • o Combo Action: 340 [Rage]
    • o Additional Effect: 10% HP Drain


    Drakensfiend [2.5s] [160TP] – Delivers a threefold attack with a potency of 130.
    o
    • Combo Action: 490
    •  *Serenity Finisher: Stone Breath – Deals Stone Damage with a potency of 220
    •  *Rage Finisher: Fire Breath – Deals Fire Damage with a potency of 220
    •  *Blue Finisher: Bad Breath – Deals Water damage with a potency of 220
    -

    [Rotations] *Completely Overhauled and Simplified

    Enmity Generator Combo:

    Thorgen >> Enhanced Thorgen (Electrocute AoE) >> Screech >> Acid >> Begin Rotation [Blue/Serenity/Rage] >> Guard-Off >> Enmity Generator >> Commence Combo

    Blue Rotation: *Blue Rotation can be a mixture of both.
    • Serenity / Rage

    -
    So going by the 1 >> 2 >> 3 >> Blue Magic Strike

    *NOTE The 3rd Weapon Skill and Blue Magic Spell changes per cycle
    *These calculations done have the Synchronization Buff, just the Clautraphlare % buff.

    Phase #1 (Combo Calculation: 880)

    Clautraphlare >> Upward, Downward break >> Hexa Strike >> [Poison / Shadow Claw]
    -

    Phase #2 (Potency Calculation: 910) - 928 [w/ Claustraphlare buff]


    Clautraphlare >> Upward, Downward break >> Stardivider >> Quasar / Laser Eye
    -

    Phase #3 (Potency Calculation: 950) - 978 [w/ Claustraphlare buff]


    Clautraphlare >> Upward, Downward break >> Geriskogul >> Magic Hammer / Lifebreak
    -

    Final Phase #4 (Full Synchronization) (Potency Calculation: 1060) - 1102 [w/ Claustraphlare buff]


    Clautraphlare >> Upward, Downward break >>Drakensfiendl >> Synchronization Finisher [Stone Breath (Serenity) / Fire Breath (Rage) / Bad Breath (Blue)
    -

    Serenity Rotation
    -
    Phase #1

    Clautraphlare >> Upward, Downward break >> Hexa Strike >> [Poison Claw]

    Phase #2

    Clautraphlare >> Upward, Downward break >> Stardivider >> Laser Eye

    Phase #3


    Clautraphlare >> Upward, Downward break >> Geriskogul >> Lifebreak

    Phase #4 (Full Synchronization)

    Clautraphlare >> Upward, Downward break >> Drakensfiend >> Stone Breath

    -
    Rage Rotation

    Phase #1 (Potency Calculation Total: 880)

    Clautraphlare >> Upward, Downward break >> Hexa Strike >> [Shadow Claw]

    Phase #2

    Clautraphlare >> Upward, Downward break >> Stardivider >> Quasar

    Phase #3

    Clautraphlare >> Upward, Downward break >> Geriskogul >> Magic Hammer

    Phase #4 (Full Synchronization)

    Clautraphlare >> Upward, Downward break >> Drakensfiend >> Fire Breath

    -
    Four full rotations completes the Tome’s Synchronization to the Stance in play.
    *Why add a finisher?

    • Sort of bringing some homage to some old classic moves without button bloating
    • The finishers all have a 60s recast, so it doesn’t ALWAYS happen
    -

    [Conclusion and other Fun Notes]

    So this is my updated Blue Mage Tank concept; I enjoyed the groundwork for it and sort of simplified it, reduced its flashiness, and added some Tanky strategic elements to it too.

    Also I took community feedback and feedback from my best friend; he told me sort of simplifying it and making it easier to comprehend is always a plus. Also adding some strategic elements for its Tank rotation would add another layer to strategy.

    I also did more research on the Blue Mage, added some classic reoccurring abilities, and sort of gave it a “New Look,” but also keeping some of its “Classic” signature stuff too.

    Forebode, originally was “Scan” “Scans target and anticipates its movements to enhance Shield and Parry Rate, but because of the Lore I tied in, I felt, him Foreseeing, I chose “Forebode,” instead.

    Weapon Skills: I twisted some WSes around from Club skills from from FFXI, with the exception of Hexa Strike; also reworded some of the Polearm skills from FFXI, to incorporate them in a more “Hammer” like name, since being hit with an iron hammer might shake an enemy’s insides a bit… lol

    Originally I had “Claustraphlare” be “Klimaform,” some of you might recognize Klimaform.

    “Thorgen…?” Say what? Well, Thor? Hammer? Hammer Toss? Thorgen =D
    I did part ways with the Dual Curved Sword combo; but that can always be a subject of change.

    I love my good ol` classic dual sword look from FFXI. =D

    Leave your comments below, and let me know what you think of it now!

    Thanks ahead of time Final Fantasy XIV Community, see y’all in game.
    (11)
    Last edited by PatronasCharm; 06-11-2018 at 08:55 PM.

  2. #2
    Player
    Stormfur's Avatar
    Join Date
    May 2014
    Location
    The World of Darkness
    Posts
    2,773
    Character
    Hex Pathcrosser
    World
    Leviathan
    Main Class
    Dragoon Lv 72
    You've put a lot of thought into this!

    I do hope we'll get to see a Blue Mage in the next expansion. And a beastmaster.
    (1)
    "We want bunny suits for guys!" -- OK! ✅
    "We want Ishgard housing!" -- OK! ✅
    "We want Viera!" -- OK! ✅
    "We want Cloud's motorcycle!" -- OK! ✅
    "We want Blue Mage!"-- OK! ✅
    "We want the ability to earn past Feast rewards!" - HAHA no that's sacred.

  3. #3
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    I don't know why but your Correlation Tome feels similar to this fighter from arms to me lol.

    https://www.youtube.com/watch?v=JzH6wtGeaBM

    Either way I like the idea.
    (1)

  4. #4
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,479
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    I like it, similar to an idea I was having for BLU, better in quite a few ways actually. Gj
    (1)

  5. #5
    Player
    KaldeaSahaline's Avatar
    Join Date
    Apr 2014
    Posts
    439
    Character
    Kaldea Sahaline
    World
    Behemoth
    Main Class
    Gladiator Lv 80
    It's not my favorite iteration I've seen. I really don't like the idea of a tank wielding dual swords to be honest. I understand it has some homage to FFXI though.

    Lore/theme is fine, not bad.

    I really don't like the idea of Mimic and having to code in special abilities per monster. Not only that, but it is one of those mechanics that I believe sounds better than it really is. It'd be a pain having to memorize every single monster skill and it'd be an even bigger pain wanting xyz skill from a monster you aren't fighting.

    I don't particularly like the shadow tanking theme and I think a lot of your abilities are overly complicated for the existing design schema. In essence, I think you're working harder than you need to.

    I'll copy paste some a post I made in another thread, so I apologize in advance

    Blue Mage (BLU)

    Tank that wears lighter armor and uses a whip as a weapon with Blue Magic to bolster self and debilitate enemies. It does not use MP.

    Core theme is tied to "enemy skills" and its job gauge is loosely based on the enemy skill known as Big Guard. The gauge starts at 100, and once activated drains down. You'd replenish/fill it by using weaponskills, oGCDs, and some enemy skills. Big Guard grants damage reduction and haste (skill/spell speed). You generally want it running all the time, unless its during downtime where you can turn it off to save the drain. This would be to implement a tank with a sort of active mitigation model (whereas now we have whats known as a "mitigation check" model).

    BLU would have several melee combos with the whip that manage specific functions like enmity, Big Guard generation, damage, etc. In addition it would have enemy skills that are very short cast times with varying levels of defensive/offensive utility. Casting Spells/Enemy Skills/oGCDs would NOT interrupt current combos.

    Some example defensive ideas:
    • White Wind - Grants a shield equal to 20% of your current HP for 8s. If the shield is broken, you are instantly healed for that amount
    • Death Force - Consumes current "Big Guard resource" granting you the effect of being unable to die for Xs per amount of resource consumed
    • Bad Breath - Deals AOE potency, while also reducing all damage enemies deal considerably for Xs. To minor enemies it can inflict the myriad of status effects
    • Dragon Force - Basically Sentinel
    • Angel Whisper - Give a tank the ability to res, long CD.

    Some example offensive ideas:
    • Matra Magic - deal damage, gain enmity, very short recast, has a chance to reset CD on Aqualung
    • Trine - Instead of like the O8S iteration, it could be a similar graphic, that is placed and repeatedly deal AOE damage, paralysis, and generates resource
    • Beta - AOE, that puts a burning DoT on the enemy. Generates Enmity.
    • Aqualung - Deals damage, generates resource, and places a puddle on the ground. Enemies inside the puddle cause Trine to deal additional damage and generate double resource. Bonus - graphic is larger when amplified by Aqualung
    • Magic Hammer - deals low damage, but generates considerable "Big Guard resource" probably like a 30s CD
    • Death Sentence - could be an effect like MCH's wildfire where it's placed on an enemy and doesn't deal damage, but accumulates damage done and then compiles it at the end. Maybe something like 60s CD. Alternatively - could be a combo with Death Force where you use Death Sentence like above, and it builds up a shield that you generate by casting Death Force

    So the niche would be an active mitigation model, maybe give the BLU a little bit more ranged on autos/weaponskills due to whip, has unique utility in that it is the only tank that can res, and it would use fast casting spells frequently.

    Just my 15 minute armchar ideas.
    (2)
    Last edited by KaldeaSahaline; 04-25-2018 at 06:02 AM.

  6. #6
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
    Posts
    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    I enjoyed reading your idea, that sounds fun and unique! And it has a lot of those neat classic BLU abilities / spells from FF history.

    My idea may sound a bit complicated, but I really am looking for a new complex job, where you are shifting your strategy depending on an enemy; sort of it becoming more than just a HP spunge.

    And go the others who replied thanks and let’s see even if blu becomes a dps, let’s hope we see it!
    (0)

  7. #7
    Player
    KaldeaSahaline's Avatar
    Join Date
    Apr 2014
    Posts
    439
    Character
    Kaldea Sahaline
    World
    Behemoth
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by PatronasCharm View Post
    I enjoyed reading your idea, that sounds fun and unique! And it has a lot of those neat classic BLU abilities / spells from FF history.

    My idea may sound a bit complicated, but I really am looking for a new complex job, where you are shifting your strategy depending on an enemy; sort of it becoming more than just a HP spunge.
    Trust me - I'm on your side with the complexity thing. I had devised an alternate combat system (a slightly faster, more synergistic, lower incoming damage) and to frame job design in that context I built a complete rework of the PLD job, replete with all skills (some new ones) and what levels their learned at (in effort to spice up low level gameplay).

    The reason I mentioned the aversion to it, is because while I think the game could stand to gain an abyss worth of depth, implementing anything too far right of brainless, leaves it dead on arrival.
    (0)

  8. #8
    Player
    Stormfur's Avatar
    Join Date
    May 2014
    Location
    The World of Darkness
    Posts
    2,773
    Character
    Hex Pathcrosser
    World
    Leviathan
    Main Class
    Dragoon Lv 72
    Yeah, with regards to complexity, just look at how many people main machinist and you'll have your answer.
    (0)
    "We want bunny suits for guys!" -- OK! ✅
    "We want Ishgard housing!" -- OK! ✅
    "We want Viera!" -- OK! ✅
    "We want Cloud's motorcycle!" -- OK! ✅
    "We want Blue Mage!"-- OK! ✅
    "We want the ability to earn past Feast rewards!" - HAHA no that's sacred.

  9. #9
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
    Posts
    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Quote Originally Posted by Stormfur View Post
    Yeah, with regards to complexity, just look at how many people main machinist and you'll have your answer.
    I see your point in regards to MEC and complexity but with such a hot job like a BLU I’m sure it will sway some people to play it!

    Plus the rotation is that complicated, and the time correlation maybe be the only slight complicated thing in regards to that you get certain skills / spells from the correlation. But again to me it’s to reduce button bloating and to remove having to have 3 separate macros for each correlation
    (0)

  10. #10
    Player
    kikix12's Avatar
    Join Date
    May 2017
    Posts
    953
    Character
    Seraphitia Faro
    World
    Midgardsormr
    Main Class
    Scholar Lv 80
    Is Machinist complex though?! I honestly don't know, all I did was read comments. However from the comments to me it seems that machinist is less complex and more a "perfectionist" that is all about doing everything in an exact, set order with an exact timing.

    If that's the case then it's obviously not going to be played a lot in an MMO with all the lag and PING issues abound. Some of my skill pushes don't register, other do so with a delay. If that means that I cannot deal respectable damage with a machinist because I'll always be short a skill or two within the burst window, why would I want to play such a crippled DPS?!
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